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ClipTheJester

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A member registered Dec 25, 2021 · View creator page →

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I have since uploaded examples of both the dirt logic and a rudimentary enemy AI here, to give you an idea of what you would be workiing with.

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For the past couple of weeks, I've been working on-and-off on a game heavily inspired by the 80s arcade game, Mr. Do!; as of right now, the absolute basics (simple dirt implementation, cherries, apple/rocks and pushing) are in place, but not much beyond said absolute basics.

As a result, I'm currently looking for a programmer who is in any way willing to aid with such a project, primarily in terms of implementing more "robust" enemy AI, a better implementation of how the dirt works (currently it is very inefficient, basically being nothing but strings of "if both the dirt tile and player are here, switch to this tile"), and generally making the project play more like the original game. The two major additions I would like to implement in this vs. the original would be a level editor and local multiplayer. I, unfortunately, can't guarantee payment due to both my current financial conditions and the general niche-ness of this project.

The project is currently running under GameMaker Studio 1.4, as it is what I have used for my previous projects, but I'm not necessarily opposed to switching to a later version or even another engine/language (although in that situation, I would only be able to provide assets on the presentation side, which I can already provide). Embedded below is footage of the project as of writing:

If you're at all interested in this, feel free to contact me either via email (truebobc4t@gmail.com), Bluesky (@clipthejester.bsky.social), or Discord (@clipthejester)!

"Whack-an-Oddjob", developed by the Society for Restoration of that One Stone Statue Oddjob's Hat Decapitated.


The Mario mode isn't included, but pressing the space button whilst the game is paused does let you play through the remake as the original Q-Boy sprite. I was considering implementing it at some point during development, but the closer I got to the end, the more I just wanted to wrap up development as soon as possible.